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![[Post New]](/s/i/i.gif) 2012/11/11 07:48:02
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Fresh-Faced New User
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I'm pretty sure "model" usually means anything that isn't a vehicle. Plus it wouldn't make sense to specifically have a vehicle take a hit and then auto remove from play. Also, if you were intended to remove vehicles, then there would be a note detailing what to do if a transport with dudes in it gets hit by it.
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![[Post New]](/s/i/i.gif) 2012/11/23 19:44:46
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Fresh-Faced New User
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About putting meks in vehicles; do all Mek's Tools rolls have to happen at the same time? For instance if I have 3 meks in a wagon that's lost a hull point. I might not want all 3 of my meks working to fix one HP, especially since each extra roll is another chance to shake the wagon. My guts tell me I probably have to roll all at once, but I'm hoping there's an excuse to do it one at a time.
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![[Post New]](/s/i/i.gif) 2012/11/24 06:06:23
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Fresh-Faced New User
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Definitely squigs, there aren't nearly enough squigs in 40k. Besides, scarabs are supposed to be Fearless, and snotlings definitely don't fit the bill. Unless you're using Grotsnik and give them cyborky heads.
Also, thanks Anvildude, that seems like a solid enough argument for doing tools one at a time.
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This message was edited 1 time. Last update was at 2012/11/24 06:08:57
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![[Post New]](/s/i/i.gif) 2013/01/08 07:06:03
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Fresh-Faced New User
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Anvildude wrote:I don't know... If I played Tau I'd like Broadsides to have the ability to lay a couple Str10 shots into anything trying to charge them, just as a little threat.
They still can. The upgrade lets them choose to be SnP until the end of their turn, so they basically just have relentless.
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![[Post New]](/s/i/i.gif) 2013/01/17 07:15:01
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Fresh-Faced New User
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sirlynchmob wrote:Vineheart01 wrote:i think i just realized something about trukk ramshackle i never knew...
Q. If a Trukk suffers a ‘Kareen!’ result, what happens if the random
movement forces it into friendly models or off the table? (p41)
A. The vehicle stops as soon as it comes into contact with
friendly models or the table’s edge.
Not enemy models? Can i tankshock with this? 
No, the Ramshackle rule tells you to stop 1" away from the enemy models
Me and my friends house rule that a trukk w/ a ram can tank shock off a kareen. To keep it even they also TS friendlies.
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![[Post New]](/s/i/i.gif) 2013/02/08 00:53:40
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Fresh-Faced New User
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Would you rather lose the benefits of Zogwort's Curse, or deal with a 2+ monstrous creature with 30 extra wounds in the form of gaunts?
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![[Post New]](/s/i/i.gif) 2013/02/08 05:01:31
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Fresh-Faced New User
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Yeah, but letting a tyrant join a horde unit nullifies all the high STR/low rate of fire weapons that you'd normally want to use on them and not the gaunts (though I suppose lootas are good enough at chewing through both, but not all armies get autocannons as cheap as us) . I suppose a better example would be if tervigons were allowed to join their babies. It's hard enough to get through 6 wounds sometimes.
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This message was edited 2 times. Last update was at 2013/02/08 05:05:07
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![[Post New]](/s/i/i.gif) 2013/04/23 16:45:13
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)
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Fresh-Faced New User
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Nooo my trukk drivers can't get out and fire quad guns anymore!
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